if (success) printf("Mini-dump generated successfully!\n"); else printf("Failed to generate mini-dump.\n");
To use this function effectively, you typically hook it into a Win32 exception handler. Valve recommends using the _set_se_translator function to catch unhandled exceptions. 1. The Minidump Function
The most common way to implement this is within an Exception Handler or a try-catch block for SEH (Structured Exception Handling) exceptions. SteamAPI WriteMiniDump
: Call SteamAPI_WriteMiniDump within the exception handler, passing the following parameters:
SteamAPI_WriteMiniDump is an essential tool for live service games and PC releases. By implementing this function, developers gain access to precise crash data, allowing for faster debugging, improved game stability, and higher user satisfaction. References Steamworks API Documentation MiniDumpWriteDump function (minidumpapiset.h) - Win32 apps To tailor this paper further, let me know: if (success) printf("Mini-dump generated successfully
Drag and drop the .dmp file directly into Visual Studio.
SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID ) The Minidump Function The most common way to
Once you have the .dmp file from a player, you need to analyze it.
pvExceptionInfo (void ) *: A pointer referencing the actual memory structures containing cpu context logs. In a C++ Windows architecture, this must accept a pointer to the standard Win32 EXCEPTION_POINTERS structure containing the precise hardware registers at the moment of code impact.
The function is defined in the Steamworks SDK (specifically within isteamutils.h and implemented via the ISteamUtils interface). The standard signature is as follows: